Malorne Control Druid
- Last updated Jan 16, 2015 (GvG Launch)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6980
- Dust Needed: Loading Collection
- Created: 1/10/2015 (GvG Launch)
- JoeSnow4Sho
- Registered User
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- 4
- 9
- 13
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Battle Tag:
Snow#11305
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Region:
US
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Total Deck Rating
77
I wanted to make a druid deck with Malorne so this is what I am currently running. Control druid with no Force of Nature & Savage Roar combo. This deck is EXTREMELY strong vs fatigue/mill decks. You keep the heals in your hand until very end and then save Malorne for after they have used all of their removal.
Much more of a defensive Druid build with the Healing Touch and Antique Healbot giving you the possibility of healing 16 health on turn 8. Helps a lot to stabilize against aggro and help draw the game out until the later rounds where you shine more.
Goal is to take the board either through good trades or by ramping up with Innervate and Wild Growth
Against aggro try and get the most value out of your Swipe and taunts and stabilize with your healing to take you into later turns where they should not be able to make it past your taunt walls and damage.
Against control look for good opportunities to swing the board with Naturalize and your heavy hitters. Though it is a silly combo you can always Sylvanas Windrunner and then Naturalize it to steal a minion. More of a desperation play but against single target it's a 6 mana mind control at the cost of your opponent drawing 2 cards.
Black Knight and Big Game Hunter help Handlock matchup a lot. Big Game Hunter is great against all of the Dr.Boom's out there too. Black Knight can easily be dropped for another card if you want. Harrison Jones isn't a bad idea as well as dropping another card and adding in one combo of Force of Nature and Savage Roar if you would like.
Kel'Thuzad works well in getting value out of playing him and trading damaged minions or Sludge Belcher and he also can not be Big Game Huntered which is a plus. Malorne is your only Big Game Hunter target in the deck and at least he goes back into your deck if they BGH him lol. You could always drop him for Cenarius and also drop The Black Knight and 1 Naturalize for Force of Nature and Savage Roar give you a good late game setup for the combo. Lot's of flexibility here.
Against aggro using Naturalize seems silly as you just feed their hand but if you can save yourself future damage by taking out early threats you should be able to make it to mid game and start dropping taunts and heals. Once you stabilize you should be in good shape.
*EDIT 1* Ok I dropped the shade's they didn't seem to fit as well not having combo in the deck. Instead I added some Ogre Brute's which are good value for their cost and aren't even bad as a turn 1 innervate play against aggro.
*EDIT #2* Ogre Brute is out and Shade of Naxxramas are back in lol. Didn't care for the Ogre's as much throughout testing.
Feedback welcome. Thanks for checking the deck out
I don't see Naturalize fitting well here. Sure, it is a 1-cost hard-removal spell, but the card disadvantage it creates is insane. It's viable to run 1 if you need to remove a taunt to finish your opponent, but otherwise it usually hurts you more than helps.
I think Shade of Naxxramas is a better fit here than Ogre Brute because you can let it get stronger until it can trade with a high-value minion. Ogre Brute is inconsistent at best for making trades, especially if you don't plan on silencing it/giving it taunt.
Malorne seems to be a good fit for the deck because of this decks tendency to stall. Late game, because there are less cards in your deck, you'll have a 9/7 that just keeps coming back due to the probability of drawing him again.
Why no Starfire and Poison Seeds? Surely they would fit your control theme and give you a way to deal with big threats that Big Game Hunter and The Black Knight can't hit (such as Kel'Thuzad or Ysera).
Overall, good job on the deck! If you would like to look at my take on Druid Control please leave a comment with feedback. Thanks!
Thanks for checking my deck out and I have to agree that I am liking Shade of Naxxramas better than Ogre Brute in my testings.
I think I might look to dropping a Naturalize for a Poison Seeds but I wonder if Poison Seeds isn't worth it without Starfall
Thanks for the feedback!
No problem, glad to help!
You're right, it is much less beneficial without Starfall to utilize it's full potential. It can be used, however, in certain situations to your benefit without any other spells. For instance, if your opponent plays a Ragnaros the Firelord with nothing else on the field, it basically works as an underpowered Polymorph. Your minions also trade well with 2/2s; Keeper of the Grove kills 2 by being a 2/4, and Ancient of Lore, Sen'jin Shieldmasta, Sludge Belcher, Sunwalker, Sylvanas Windrunner, and The Black Knight all have 5 health, requiring 3 2/2s to kill them.
In my Druid Control I use a variety of ways to clear the board after using Poison Seeds. Obviously Starfall is the best choice, but Force of Nature deals with 3 and Wild Pyromancer combined with a Swipe or any 2 subsequent spells does the trick. Obviously you don't run most of these cards, but it may be worth considering making some of these changes in the future.
I'd say it would be a good idea to drop 1 Naturalize. Running one as a last resort can save you the game (it has saved me many). I still think 2 is overkill, though. Card advantage is very important in any control deck, which includes cards in your opponent's hand.
Also, thinking back, it may be in your best interest to consider a few other 3 drops in place of Shade of Naxxramas if you feel it is too slow in your games. Deathlord is a huge taunt for very little mana. His downside looks tremendous, but oftentimes his deathrattle will bring out a small minion (especially against aggro). Harvest Golem is also able to make good trades because he is so sticky, but only against decks with many low health minions. Even so, he is hard to deal with for control decks because if they do not have a minion on the field, it requires 2 spells (or 1 and a hero power).
Anyways, good luck on the deck, and I hope my suggestions help!